Yeah this has been mentioned again and again. It is a 1000% known bug they are working on, it simply hasnt been worked in yet properly.
That steven, is a very good point. However, as I have shown not everyone can think that far ahead!
Also with people being generally lazy we may find others running to get the kills instead of blowing the point, I am grasping at straws here but i still find most to be a get kills first and blow point later in standard play so perhaps?
Don't crucify me here but perhaps an aftermarket or straight pull bolt of some sort would be a better name?
I do use such things for airsoft, again I know the action is totally different from a real rifle, however they must be some kind of similar thing. Even if the real life benefits are miniscule they could better justify the increased cycle speed?
I think the main thing here is nobody knows they can blow the cache by interacting with it.
Once the tutorial has been released we should hopefully see less people bothering to use their explosives on a safe objective.
If the fire that covers a LARGE area and lasts for 20 seconds that's as long as the gunship stays. I think the visuals of entire swaths of land being on fire would also be pretty cool.
Another idea was that a support option could be to call in dozens of higher altitude spotter drones that stay in the area for 30 seconds, and have any enemies spotted by the drones have a mortar (smaller....grenade sized explosions) called in on their position that lands within just a few seconds. This is more of an "active" denial like the choppers are so it could be what we're looking for.
I also think the IED drones need a full re-work...to be piloted by the Observer. They would be so much more SCARY and lethal if piloted by an actual player, instead of by that dumb AI
Agree Agree Agree! This sounds perfect tbh.
I also think that the time from being called in to happening needs a little shortening, in coop today I gave up entirely as it took ages for the strike to happen.
I havent checked my usage in game actually but running i7 8700k (no oc), 16gb ram and an aorus 1080ti waterforce WB card on all highest settings hasnt caused that many issues for frame rate, I guess I am just spoilt.
Then again ping is my issue which could be covering up a low fps.
Post up in the beta tech support forums, I should have earlier for my post!
Add a system component breakdown, ping range and maybe your average values shown in the connection debug at the top of the screen in game once you enable it in the options. That could help give people an idea of your issues.
But mute doesn't work. At least not for me.
You sir are totally right. My mistake. I havent actually used the mute yet... awkward.
I just haven't come across many people trying to scream sweet everythings at me yet in EU. I think may have just jinxed it.
Well, getting back to the game here... feasibility of the bolt action and 'DMR' rifles in the marksman class compared to just sticking a scope on a standard rifle.
The higher rate of fire rifles for the sniper classes all SUCK. The SVD is passable but you're almost always reloading. The security sides options are even worse.
TBH the best option for sniper at the moment in the game, is to take Rifleman class (for security), take an m16a3, stick a decent scope on it, drum mags, and a bipod/foregrip.
Now you're a headshot machine with 50 rounds, instead of that bullshit 5 round bolt action crap. If you miss a shot, just fucking put another one in him.... whereas if they don't go down to a bolt, it's a full second before you can follow up.
I have tried simply not bothering with the marksman class and trying the M16 variants and G3 with higher powered scopes and they're not bad actually. With some maps I do have to say that hitting someone running across a street 3 times is a bit of a push though.
Perhaps its down to feeling but the G3 seems higher damage and less kick than the m16 variants. Playing as observer a G3 with 2x or 4x can feel great on some maps where the commander and observer can be more of a supporting pair in the team.
I'm not so sure about this, each team should have a mix of high and low risk players and tasks, each judged and given points based on objective and progression achieved in the game, then kill score added on as a bit of a score tweak. As far as I am aware the game seems to do this ok.
All deducting score will do is make people rage when others don't care or don't know. Perhaps this is an idea for a custom game mode or hardcore mode later on?
I have been seeing this even on versus rush games where a full server will have only 4 players on my team.
My advice would be to shut down any unnecessary programs taking up CPU usage and if you run multiple monitor or windowed, try only one monitor on full screen.
You could always try lowering graphics settings and upping your cache in the graphics options, perhaps this could help you load faster?
I may have also had this, I just thought I was slow and the enemy wasn't particularly 'low hanging' if you get my drift. But it has happened a few times now.
As I said in the match with you earlier Bestia, AGREE AGREE AGREE!
Hopefully this is made a priority and fits into their development roadmap.
I have to say I don't see many devs weighing in on the forums, it would be nice to see them at least acknowledging this issue? Unless I have missed it posted elsewhere?